Middle Earth Skin-Changers

ErickArnell

First Post
I'm looking to describe Middle Earth skin-changers for a LotR campaign I am developing (like Beorn in The Hobbit, who changes into a black bear.)

Obviously if PCs are going to take this balance is a big concern. I've settled on a "birthright feat" mechanic, only available at first level to show that it is somehow "in the blood". Let me know if you have suggestions, or think it should be done better through some other way.



SKIN-CHANGER

Prerequisite: Human

Benefit: You can take the form of one animal, chosen at character creation, as a standard action. Clothing and equipment are not affected during the change. You can change a number of times equal to your level per day, with no limit on the duration you can maintain your animal form each time. Upon changing, you regain lost hit points as if you had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal you further).

You gain the Strength, Dexterity, and Constitution scores of the animal form but retain your own Intelligence, Wisdom, and Charisma scores. You also gain all extraordinary special attacks and special qualities possessed by the form. You gain all physical characteristics of the animal, and lose the capacity of normal speech.

While in animal form, you maintain your hit dice, but your hit points are modified by your animal form’s Constitution score, rather than that of your human form.

While in animal form, you maintain your level-based saving throw bonuses, although the animal form’s Dexterity and Constitution will modify the saving throws.

While in animal form, you maintain your skill ranks, but Strength-, Dexterity-, and Constitution-based checks use the animal form’s ability score modifiers. Some animals also have racial bonuses to specific skills, which also apply while in animal form.

Due to your affinity with your animal form, you receive a +2 bonus to all Handle Animal checks at all times, but also suffer a –4 penalty to all Charisma-based checks with non-animals.

Special: This feat can only be taken at first level. It counts as BOTH of the feats that humans receive at first level.

Example Animals:

BEAR, BLACK
Medium Animal
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Claw +6 melee (1d4+4)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Abilities: Str 19, Dex 13, Con 15, Int unchanged, Wis unchanged, Cha unchanged
Black bears can be pure black, blond, or cinnamon in color and are rarely more than 5 feet long.
Combat
Black bears rip prey with their claws and teeth.
Skills: A black bear has a +4 racial bonus on Swim checks.

BOAR
Medium Animal
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +2/+4
Attack: Gore +4 melee (1d8+3)
Full Attack: Gore +4 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ferocity
Special Qualities: Low-light vision, scent
Abilities: Str 15, Dex 10, Con 17, Int unchanged, Wis unchanged, Cha unchanged
A boar is covered in coarse, grayish-black fur. Adult males are about 4 feet long and 3 feet high at the shoulder.
Combat
Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

EAGLE
Small Animal
Initiative: +2
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/–4
Attack: Talons +3 melee (1d4)
Full Attack: 2 talons +3 melee (1d4) and bite –2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Abilities: Str 10, Dex 15, Con 12, Int unchanged, Wis unchanged, Cha unchanged
These birds of prey inhabit nearly every terrain and climate, though they all prefer high, secluded nesting spots.
A typical eagle is about 3 feet long and has a wingspan of about 7 feet. The statistics presented here can describe any similar-sized, diurnal bird of prey.
Combat
Eagles dive at prey, raking with their powerful talons.
Skills: Eagles have a +8 racial bonus on Spot checks.
Feats: The Weapon Finesse feat applies to an eagle’s talon and bite attacks.


LEOPARD
Medium Animal
Initiative: +4
Speed: 40 ft (8 squares), climb 20 ft.
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +2/+5
Attack: Bite +6 melee (1d6+3)
Full Attack: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d3+1
Special Qualities: Low-light vision, scent
Abilities: Str 16, Dex 19, Con 15, Int unchanged, Wis unchanged, Cha unchanged
These jungle cats are about 4 feet long and weigh about 120 pounds. The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions.
Combat
Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +6 melee, damage 1d3+1.
Skills: Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.
Feats: The Weapon Finesse feat applies to a leopard’s bite and claw attacks.

WOLVERINE
Medium Animal
Initiative: +2
Speed: 30 ft. (6 squares), burrow 10 ft., climb 10 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d4+2)
Full Attack: 2 claws +4 melee (1d4+2) and bite –1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Abilities: Str 14, Dex 15, Con 19, Int unchanged, Wis unchanged, Cha unchanged
These creatures are similar to badgers but are bigger, stronger, and even more ferocious.
COMBAT
Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.
Skills: Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
 

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Your idea sounds pretty interesting. While I'm here,though...

I'd like to point out the Totem Warrior class from Arcana Unearthed, if you haven't seen it. It's a great class that I think would fit the Beorn sort of character. The AU book has rules for Bear, Hawk, Shark, Snake, Wolf and Wolverine totem warriors, and guidelines to create other totems.
 

The Totem Warrior from AU sounds interesting, as soon as Christmas rolls around I hope to have the book (that's the only way I can justify the purchase to my wife).

Now that I've seen it laid out, I think that I may go with a template after all, if just because it will be less "odd" as a mechanic than making people take two feats for one (admittedly large) benefit.
 

That's cool. Just as a further glimpse at the totem warrior, the abilities a bear totem warrior gets are:

1st - hide of the bear - defense.
4th - strength of the bear - temporary strength boost.
8th - reach of the bear - bonus reach.
12th - shape of the bear - shapechange.
16th - claws of the bear - offense.
20th - ferocity of the bear - temp Str and Con boost.

There are also other abilities common to all totem warriors. And the shapeshift power is at a different level depending on how powerful the animal is... bear gets it the latest. :)

I think that's enough to be interesting without violating copyright. :)
 
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Here is everything that Tolkein wrote regarding skin changers:

He is a skin-changer. He changes his skin: sometimes he is a huge black bear; sometimes he is a great strong black-haired man with huge arms and a great beard. I cannot tell you much more, though that ought to be enough. Some say that he is a bear descended from the great and ancient bears of the mountains that lived there before the giants came. Others say that he is a man descended from the first men who lived before Smaug or the other dragons came into this part of the world, and before the goblins came into the hills out of the North.

and

I once saw him sitting all along on the top of the Carrock at night watching the moon sinking towards the Misty Mountains, and I heard him growl in the tongue of bears: "The day will come when they will perish and I shall go back!" That is why I believe he once came from the mountains himself.'

and

Beorn indeed became a great chief afterwards in those regions and ruled a wide land between the mountains and the wood; and it is said that for many generations the men of his line had the power of taking bear's shape, and some were grim men and bad, but most were in heart like Beorn, if less in size and strength.

In one of his letters Tolkein makes it quite plain that

Though a skin-changer and no doubt a bit of a magician, Beorn was a Man.

So, what we have here is the Middle-Earth skin changing is an inherited trait, but Beorn, himself, is described as "a magician". Legolas refers to the "Beornings" in the north as relatives of the Rohirrhim and the Bardings of Dale.

So an inherited feat may be the way to go. However, it also might require some sort of special training.

What I recommend is to make them a type of Werebear.
 
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Good information for leveling, garyh, and great quotes, Dogbrain. I've been reading over the same ones, except for the quote from the letter (where did you get it, if I might ask?)

I'm torn now. My goal for the campaign has been to keep it as close to the books as possible, since the whole campaign is just to get some of my non-gamer friends sucked into D&D, and I figured if they played in a world that they recognized it would ease the transition.

I had also wanted to make skin-changer an option to PCs from level 1, since it seemed so obvoiusly an inherited trait. I think that now I will either make a modified werebear template (conveniently, a werebear template just appeared on the WoTC D&D website), or just make it so that the full benefits of the "double feat" take some levels to develop.

Thanks again for the good input.
 

You could make the skin changes a druid class variant, that still gets wildshape but only into the one animal form, and doesn't get any spells :) Perhaps not terribly attractive ;)

If you want to be as close to the book as possible I suggest not introducing variant types, just have beornings. You could take an (excellent) leaf from the WoT d20 book and make it two feats to get the ability. At 1st level the character would take "Latent Skin Changer", and then at a later level he takes "Skin Changer" and can transform into a black bear with appropriate stat mods.

(another option you could consider - Oriental Adventures has a "Bear Warrior" prestige class which involves transformations into a bear)

Cheers
 

I had thought about making them take two feats, but it hadn't occurred to me that I could split them up until you mentioned it. I think it would be a good mechanic to have certain abilities appear with the first feat (like low-light vision or scent) and then the full range appear only with the second.

Good stuff.
 

I'm digging the Latent Talent idea, especially Erick's idea of a some limited utility from the first feat. I have the d20 WoT book, but I didn't even think to use that mechanic here. Great thinking, Plane Sailing!
 

ErickArnell said:
Good information for leveling, garyh, and great quotes, Dogbrain. I've been reading over the same ones, except for the quote from the letter (where did you get it, if I might ask?)

It's from one of Tolkein's Letters.

I say to go with the template idea--but remove inappropriate traits. It fits Tolkein's model best.

Making it a character class is 100% opposite to Tolkein's own work.
 

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